

Part Eight
Shuttle Bay and The Bridge
Shuttle Bay
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Important gameplay difference!
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If you first enter this area before Dahl, there will be typhon and no atmosphere, so you'll be wearing a space suit the whole time. Gravity is unaffected.
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If you explore it after Dahl, there's no typhon, there's military operators and Dahl's shuttle, atmo is restored.
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RECOMMENDED PATH
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Clear the entire upper floor.
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Power up grav shafts from the crawlspace.
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Clear the lower floor.
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Do the objective in the escape pods foyer.
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Return to the Lobby.
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Since you have to come here after Dahl arrives anyway, most players opt to leave the Shuttle Bay for the end.
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This guide assumes you explore the Shuttle Bay before Dahl's arrival. Military operators locations will be discussed when relevant, although the strategy is pretty much always the same: shock them with electricity and Q-Beam them to hell.
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Kill a Technopath and its turrets in the Shuttle Boarding area just ahead from the entrance.
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In the Waiting Room at left are three disguised greater mimics. Listen to Eddie Voss' Transcribe to complete the Talos Smuggling Ring objective.
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If you smash the looking-glass ceiling you can enter a crawlspace that leads to the Pilot Lounge, which can also be entered from its door.
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In the Pilot Lounge, find two neuromods, the Shuttle Control Keycard, and Galel Seif's Transcribe.
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Derelict Shuttle. If you had already found the shuttle Exalt in the exterior, nothing happens here. If you have not, then this objective begins here.
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On the other side of Shuttle Boarding is a door marked as "Employee Entrance." Take a right into the Information Booth, aka the security station. Grab a neuromod from the floor near the corpse.
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There's some loot in the restrooms, in the glassed-in waiting area, and in suitcases all over this floor.
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Jump on the broken pergola atop the Employee Entrance via the waiting area glass walls. Open the maintenance hatch and crawl in. Find a neuromod inside. Press the button on the panel just ahead to power up the grav shafts.
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At the next hatch, climb up, over the pipes, and reach the upper level. In Mia Bayer's office at left are two greater mimic, a chipset, and a neuromod (plus two more in the safe, which you can open only if you have Hacking III).
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Go across the catwalk to the Shuttle Control room. Find Mia Bayer's Transcribe from her body. Extend the jetway to the shuttle (even if it's not here) from the terminal overlooking the bay.

WORKSHOP & MECHANICAL FACILITIES

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Fix some fire leaks to enter the closed workshop in the center of the bay. Inside is a neuromod near the corpse of Scott Parker, and he has another copy of the Shuttle Control Keycard.
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Enter Mechanical Facilities. In the Tooling Room are a voltaic phantom and two greater mimics. Grav shafts can also be powered from Scott Parker's terminal here.
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In the drop ceiling of the Locker Room, find a briefcase containing two neuromods.
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In the fabricator room is a neuromod on the far desk.
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The rest of the lower level is fairly uneventful. There's a corpse with minor loot among three leaking radioactive containers, some loot on corpses on the stairs at right, and a Recycler.
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Down here is also the access door to G.U.T.S. and an operator dispenser.
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If you're here after Dahl, this is a constant source of new military operators, so block it with some tall crates.
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ESCAPE PODS FOYER

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Go downstairs to the escape pods. Listen to Frank Jones' call and to the Transcribes from Drew Springer's and Nils Kjaergaard's bodies, which have info about Frank.
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Escape Attempt. If you shot the bolts during a spacewalk, just launch pod #2 from the panel.
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If you haven't, and try to launch the pod anyway because Frank is "a piece of shit," you'll get a call from Emmanuella De Silva begging for her life. Make your decision; the objective ends either way.
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Kill two mimics and one great mimic. In the third pod on the right are another two mimics.
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You can access the second pod on the right via Mimic Matter, but it's tricky. Jump on top of the ajar hatch, drop a small object so it falls on top of it, and mimic it. Alternatively, mimic an object on the floor and Kinetic Blast your way in, but it takes more precision.
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To leave the pod, mimic an thin enough object on the floor so you can escape from the side of the hatch. A 9mm pistol works well for this.

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Any interactions with Dahl and his shuttle are covered in the related part of the guide, which you can find here.
The Bridge
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Kill two disguised greater mimics in the foyer, then go right to the bridge proper.
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Kill a voltaic phantom. Get the Briefing Room Keycard from Omar Bolivar, near the Navigation console.
RECOMMENDED PATH
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Loot the bridge and the captain's nest.
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Optional. Find the "cook" in the escape pods.
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Return to the Arboretum.
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Get a chipset from Spencer Ogden's corpse, then listen to Matt Cothron's Transcribe from the console on the right and to Alika James' Transcribe from her corpse.
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Go upstairs to the captain's nest and kill two disguised mimics. From the captain's body get a neuromod and Jada Marks' Cabin Keycard, then listen to her Transcribe. Under the book on the desk is the briefing room safe code.
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Shuttle "Advent". Decide whether or not you want to detonate the shuttle. This choice is inconsequential.
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Get a chipset from the briefcase next to Bill Nixon-Greene's corpse; he also holds another Briefing Room Keycard.​

BRIEFING ROOM

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You can enter this room either through the main door (keycards on Omar Bolivar and Bill Nixon-Greene) or by smashing the huge Looking Glass visor and using the area behind to get in.
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There is also a crawlspace ​running all around the bridge and leading to the foyer, but it's deserted.
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Kill a voltaic phantom and a mimic. Get a chipset from Skye Braxton's corpse and two neuromods from the safe using the code from the captain's desk upstairs.

ESCAPE PODS FOYER

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Get a chipset from Gordon Bitz's corpse on the right.
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The Impostor Cook. "Will Mitchell" (Luka Golubkin) is in the leftmost pod. There are two neuromods in the case at his feet, plus one more on him if you stun him.
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I and Thou.​ You must not kill him. Stun him or let him kill himself when he triggers the recycler charge.
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I and It. You must kill him yourself: doesn't count if he dies by the recycler charge.
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The final two sections cover Dahl's takeover, the last remaining
objectives that can still be completed, and all the possible endings.
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